* Look at the top two cards of your deck. Put one of them into your mana zone tapped, and put the other one at the bottom of your deck. If you put a fire card into the mana zone in this way, return this spell to your hand after casting it instead of putting it into the graveyard.

* Space Charge: Multicolored (Whenever you put a Multicolored card into your mana zone, you may use this creature's ability)

: Choose one of your shields and one of your opponent's shields and look at them. Then, choose one of the chosen shields, and you may put that shield at the bottom of its owner's deck. If you do, that player adds the top card of their deck to their shield zone as a new shield.

* Super Infinite Evolution - Choose one or more of your creatures so that out of the chosen creatures, there is a light creature, a darkness creature, and a fire creature, and put this creature on top of that creature(s).

* At the start of a player's turn, that player chooses one of their creatures that is not multicolored, and destroys it.

* Super Infinite Evolution - Choose one or more of your creatures so that out of the chosen creatures, there is a light creature, a water creature, and a fire creature, and put this creature on top of that creature(s).

* When this creature would break an opponent's shield, your opponent reveals the shield instead. From there, cast all revealed spells without paying their cost, then put them into their owner's graveyard. Then, this creature breaks that shield.

* Whenever this creature would break a shield, your opponent reveals that shield instead. You may put a non-evolution creature with a cost less than any of the revealed cards from that shield into the battle zone from your hand. Then, break that shield.

* During the turn this creature was put into the battle zone, this creature can attack untapped creatures.

(At the start of the game, separate your psychic creatures from your deck and put them into the hyperspatial zone. If a psychic creature would leave the battle zone, return it to the hyperspatial zone instead.)

* Speed attacker (This creature doesn't get summoning sickness.)

* Hunting (During battle, this creature gets +1000 power for each of your Hunter creatures in the battle zone)

* When this creature wins a battle, untap this creature, then choose two of your opponent's shields. Add those shields to your opponent's hand.

* Whenever this creature attacks, you may put one of your other Aliens from your battle zone into your mana zone. If you do, put an Alien that costs less then that creature into your battle zone from your mana zone.

* Super Infinite Evolution - Put this on any number of creatures that make up all of the civilizations as a whole: Light, Water, Darkness, Fire, and Nature.

* Meteorburn - When this creature attacks, you may choose a card under this creature and put it into the graveyard. If you do, reveal the top 3 cards of your deck. From there, you may put any number of multicolored creatures into the battle zone for no cost and cast any number of multicolored spells for no cost. Then, put the remaining cards at the bottom of your deck in any order.

* During your turn, when you summon a non-evolution water or fire creature, you may put that creature on the top of your deck face-up. If you do, put that creature into the battle zone from the top of your deck.

(At the start of the game, separate your psychic creatures from your deck and put them into the hyperspatial zone. If a psychic creature would leave the battle zone, return it to the hyperspatial zone instead.)

* When this creature attacks, your opponent puts all but the bottom two cards of his deck into the graveyard.

* Each of your other creatures gets +1000 power for each civilization it has.

* Psychic Link - At the start of your turn, if you have Intense World! Shachihoko Kaiser and Intense Boiling! Hot Spring Gallows in the battle zone, link this creature and those creatures and flip them.

(At the start of the game, separate your psychic creatures from your deck and put them into the hyperspatial zone. If a psychic creature would leave the battle zone, return it to the hyperspatial zone instead.)

* When this creature attacks, your opponent puts all but the bottom two cards of his deck into the graveyard.

* At the start of your turn, put a creature with cost 3 or less into the battle zone from your graveyard.

(At the start of the game, separate your psychic creatures from your deck and put them into the hyperspatial zone. If a psychic creature would leave the battle zone, return it to the hyperspatial zone instead.)

* When this creature attacks, your opponent puts all but the bottom two cards of his deck into the graveyard.

* When this creature attacks, look at the top 3 cards of your deck. If they all have the same cost, you may reveal them, then add them to your hand. Otherwise, put them on top of your deck in any order.

* Space Charge: Multicolored (Whenever you put a Multicolored card into your mana zone, you may use this creature's ability)

Put a cost 5 or less non-evolution creature into the battle zone from your graveyard. This turn, that creature gains "speed attacker". At the end of that turn, put that creature at the bottom of the deck.

Shield trigger (When this spell is put into your hand from your shield zone, you may cast it for no cost.)

* Put a multicolored psychic creature with cost 5 or less into the battle zone from your hyperspatial zone.

(At the start of the game, separate your psychic creatures from your deck and put them into the hyperspatial zone. If a psychic creature would leave the battle zone, return it to the hyperspatial zone instead.)

Shield trigger (When this spell is put into your hand from your shield zone, you may cast it for no cost.)

* Put a multicolored psychic creature with cost 5 or less into the battle zone from your hyperspatial zone.

(At the start of the game, separate your psychic creatures from your deck and put them into the hyperspatial zone. If a psychic creature would leave the battle zone, return it to the hyperspatial zone instead.)

* When you put this creature into the battle zone, choose one of your opponent's creatures. Until the start of your next turn, that creature can't attack or block.

* Victory Psychic Link - If you have Victory Meteor Kaiser and Victory Gaial Kaiser in the battle zone, link this creature and those creatures and flip them.

(At the start of your game, separate your psychic creatures from your deck and put them into the hyperspatial zone. If a psychic creature would leave the battle zone, return it to the hyperspatial zone instead.)

* Speed attacker (This creature doesn't get summoning sickness.)

* Hunting (During battle, this creature gets +1000 power for each of your Hunter creatures in the battle zone)

* When this creature wins a battle, untap this creature, then choose two of your opponent's shields. Add those shields to your opponent's hand.

* When your opponent puts a card into his mana zone, it is put into the mana zone tapped.

* Double breaker (This creature breaks 2 shields.)

(At the start of the game, separate your psychic creatures from your deck and put them into the hyperspatial zone. If a psychic creature would leave the battle zone, return it to the hyperspatial zone instead.)

* Speed attacker (This creature doesn't get summoning sickness.)

* Hunting (During battle, this creature gets +1000 power for each of your Hunter creatures in the battle zone)

* When this creature wins a battle, untap this creature, then choose two of your opponent's shields. Add those shields to your opponent's hand.

* When you put this creature into the battle zone, or when this creature is destroyed, choose a card in your opponent's hand without looking, and your opponent reveals that card. Put a Hunter psychic creature with cost 8 or less that shares a civilization with the revealed card into the battle zone from your hyperspatial zone.

(At the start of the game, separate your psychic creatures from your deck and put them into the hyperspatial zone. If a psychic creature would leave the battle zone, return it to the hyperspatial zone instead.)

* When you put this creature into the battle zone, or when this creature is destroyed, choose a card in your opponent's hand without looking, and your opponent reveals that card. Put a Hunter psychic creature with cost 8 or less that shares a civilization with the revealed card into the battle zone from your hyperspatial zone.

(At the start of the game, separate your psychic creatures from your deck and put them into the hyperspatial zone. If a psychic creature would leave the battle zone, return it to the hyperspatial zone instead.)